Post the status of your WIP project!
#101
Posted 23 July 2016 - 10:52 PM
#102
Posted 23 July 2016 - 11:33 PM
I had to use that kind of language on my HP 50G calculator.
It's novel for small helper functions but it can get quite hard to manage with bigger projects.
I hope developers won't be put off by this esoteric language just because it's something different.
#103
Posted 24 July 2016 - 10:24 AM
EDIT:
Here you go
Edited by LeDark Lua, 24 July 2016 - 04:47 PM.
#104
Posted 24 July 2016 - 06:20 PM
#105
Posted 25 July 2016 - 03:51 PM
EEVV, on 24 July 2016 - 06:20 PM, said:
Obfuscated code is pretty easy to un-obfuscate for anybody, there are tools that do it for you and Lua is fairly easy to parse anyway, and you're not actually allowed to post obfuscated code on the forums.
#106
Posted 25 July 2016 - 07:57 PM
Exerro, on 25 July 2016 - 03:51 PM, said:
EEVV, on 24 July 2016 - 06:20 PM, said:
Obfuscated code is pretty easy to un-obfuscate for anybody, there are tools that do it for you and Lua is fairly easy to parse anyway, and you're not actually allowed to post obfuscated code on the forums.
You're thinking about compiling to Lua bytecode, which isn't really a good way to obfuscate your Lua source, but EEVV might be making a better obfuscator, that doesn't just use string.dump().
A good way to obfuscate the code would probably be to compile said code into a very primitive language, or a very primitive Lua source code, similar to how, for example, C++ is compiled into a Linux program. One complex language is "converted" into a very primitive language and thus it becomes very hard to read.
#107
Posted 25 July 2016 - 08:08 PM
MKlegoman357, on 25 July 2016 - 07:57 PM, said:
Exerro, on 25 July 2016 - 03:51 PM, said:
You're thinking about compiling to Lua bytecode, which isn't really a good way to obfuscate your Lua source, but EEVV might be making a better obfuscator, that doesn't just use string.dump().
A good way to obfuscate the code would probably be to compile said code into a very primitive language, or a very primitive Lua source code, similar to how, for example, C++ is compiled into a Linux program. One complex language is "converted" into a very primitive language and thus it becomes very hard to read.
Nah, that's why I mentioned Lua parsing. If it can be run in CC standalone, it's most likely in Lua, and so it can be parsed as a Lua program and probably turned into something similar to its original, with the exception of variable names and similar things like that of course.
#108
Posted 25 July 2016 - 08:55 PM
Exerro, on 25 July 2016 - 08:08 PM, said:
Like I said, you have to "convert" it into something primitive. For example, converting the Lua code into an assembly-like language and then either converting that into Lua or making a simple interpreter for it.
#110
Posted 31 July 2016 - 09:24 AM
Features:
- Tracks the turtle's XYZ when moving around.
- Saves the current location live to a file.
- Can Pathfind to a given location in 3D usinga built in AI to bypass obstacles in its way, using the shortest path.
- Can save Waypoints in 3D space and navigate to them.
Future plans are to have the turtle study its environment and improve its pathfinding AI as it discovers more. This is the DOWN-UP approach, as apposed the common way of creating a GPS in CC, which is more similar to the UP-DOWN approach.
See: http://www.hbcse.tif...rt1/node45.html
Any ideas for new features are welcome!
#111
Posted 05 August 2016 - 10:07 PM
You program APP's in Lisp, and I will add my kind of "Basic" (that will compile to Lisp) in Lisp to them people that don't love Lisp
Screenie:
EDIT: I know that this isn't the right indentation, I did it so that other people could read code easily
Edited by LeDark Lua, 05 August 2016 - 10:09 PM.
#112
Posted 06 August 2016 - 09:53 PM
state: I don't even know, pre-pre-pre-pre alpha?
#114
Posted 09 August 2016 - 01:29 PM
GreenGene, on 25 July 2016 - 09:42 PM, said:
Create a boot loader which only shows real info was not my primary concern. Anyway port POST and subsequent sh*t to CC that would not have fake information extremely difficult.
If there were a displays, video card, cpu, ram, hd drives, well in short peripherals like in OC, then everything would be much easier (And cooler on 75%).
Edited by KIntelov, 09 August 2016 - 01:38 PM.
#115
Posted 09 August 2016 - 08:34 PM
KIntelov, on 09 August 2016 - 01:29 PM, said:
I prefer the simplicity despite the removal of realism, it's more fantastical which fits MC in my opinion.
#116
Posted 09 August 2016 - 09:22 PM
Current progress: Finished the menu and most needed functions. Just now need a UI and loader (All files are stored in JSON)
#117
Posted 11 August 2016 - 06:59 PM

It's pretty fun to mod Starbound.
#118
Posted 13 September 2016 - 12:23 PM
shes a good friend. <3
#119
Posted 13 September 2016 - 12:52 PM
Mumbai, on 13 September 2016 - 12:23 PM, said:
shes a good friend. <3
But isn't this against the idea of "hacking"? XD
The best way to learn is the hard way. Try stuff until it works. If you get spoon-fed with the "correct" ways, you won't learn as much as you could IMO.
#120
Posted 14 September 2016 - 12:47 AM
It has its own assembly language/assembler, and it only works on computercraft.
Why? Who knows!
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